Mostly cleanup of unused code.
Fixed linespacing to use the font metrics.
Removed unused usings.
Simpler conversion to alpha premultiplied greyscale.
Disabled border padding which is causign artifacts.
Use the font height for unrendered characters.
Copied Visual Studio 2012 templates and adapted them for Visual Studio 2013.
Re-worded some odd-sounding English.
non-static GraphicsCapabilities

Each GraphicsDevice have it's own instance of GraphicsCapabilities. On
the desktop it's possible to have multiple GraphicsDevice created with
different Feature Levels or even using Reference/WARP devices.
Optimize .XAP size

This prevent the .XML documentation files (MonoGame.Framework.xml,
SharpDX.xml, etc) to get copied into the .XAP file. Those are text files
and compress well in the xap but take significant space once the app is
deployed.

I created two projects, Game1 (old template) & Game2 (new template),
build with ARM/Release  and deploy to the phone.

In the /Bin directory:
Game1_Release_ARM.xap 1163 KB
Game2_Release_ARM.xap  572 KB

On the phone (Settings/Phone Storage/Apps)
Game1_Release_ARM.xap 14,15 MB
Game2_Release_ARM.xap  7,20 MB
Use AfterResolveReferences
add note
openGL
openGL2
GLES
text formatting...
openGL3_ANDROID
Boolean logic error

The statement here is wrong. If the backbuffer change from 480x800 to
480x480 (an awkward thing to do) the _depthStencilView will not get
updated.

More on this method and whether the size will ever change on another
issue.
Revert "Boolean logic error"

This reverts commit 16e043cf6cbb6489a5dff630d7c6f63b2fc3f0bd.
Added support for rotation/scale in ModelProcessor.